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《大話設計模式》C++實作:08 工廠模式

文章目錄

    • 1. 什麼是工廠模式?
    • 2. 工廠模式的适用場景?
      • 2.1 優缺點
    • 3. 怎樣使用工廠模式?
      • 3.1 方法
      • 3.2 UML類圖
    • 4. 執行個體
      • 4.1 結果(結論先行)
      • 4.2 具體實作:工廠繼承體系函數接口
      • 4.3 具體實作:電腦繼承體系函數接口

1. 什麼是工廠模式?

工廠方法模式(Factory Method),定義一個用于建立對象的接口,讓子類決定執行個體化哪一個類。工廠方法使一個類的執行個體化延遲到其子類。

2. 工廠模式的适用場景?

2.1 優缺點

優勢:

克服了簡單工廠方式違背的"開放-封閉原則"(簡單工廠不但對擴充開放了,對修改也開放了),工廠方法,最起碼對修改封裝了起來,降低了客戶程式對産品對象的耦合。

工廠方法模式就是簡單工廠模式的進一步抽象和推廣。

弊端:

1、由于每增加一個産品,就需要加一個産品工廠的類,增加了額外的開發量。

2、需要用戶端決定執行個體化哪一個具體工廠,選擇判斷問題依然存在,隻是将簡單工廠的内部邏輯判斷轉移到了用戶端代碼進行,想要加功能,本來修改工廠類,現在修改用戶端,

如何規避工廠方法的弊端?

利用"反射"可以避免分支判斷的問題,具體優化見:抽象工廠模式之反射的應用(待續)。

3. 怎樣使用工廠模式?

3.1 方法

使用"依賴倒轉原則",解耦工廠類與分支:

step1:把工廠類抽象出一個接口,這個接口隻有一個方法,就是建立抽象産品的工廠方法。

step2:所有要生産具體類的工廠,都繼承工廠基類,并去實作這個接口;

這樣,一個簡單工廠模式的工廠類,就變成了一個工廠抽象接口和多個具體生成對象的工程。

eg:當我們需要添加"幂運算"功能時,就無需更改原有的工廠類了,隻需增加此功能的運算類和相應的工廠類即可。

3.2 UML類圖

《大話設計模式》C++實作:08 工廠模式

4. 執行個體

4.1 結果(結論先行)

#include <iostream>
#include "AddFactory.h"
#include "SubFactory.h"
#include "MulFactory.h"
#include "DivFactory.h"

#include "Operation.h"
using namespace std;

void test0()
{
	//=============加=================
	IFactory* pFactory = new AddFactory();
	Operation* pOper = pFactory->createOperation();
	pOper->setNumberA(20);
	pOper->setNumberB(10);
	cout << "A = " << pOper->getNumberA() << ",\tB = " << pOper->getNumberB() << endl;
	cout << "add result = " << pOper->getResult() << endl;
	//=============減=================
	pOper = (new SubFactory())->createOperation();
	pOper->setNumberA(20);
	pOper->setNumberB(10);
	cout << "div result = " << pOper->getResult() << endl;
	//=============乘=================
	pOper = (new MulFactory())->createOperation();
	pOper->setNumberA(20);
	pOper->setNumberB(10);
	cout << "mul result = " << pOper->getResult() << endl;
	//=============除=================
	pOper = (new DivFactory())->createOperation();
	pOper->setNumberA(20);
	pOper->setNumberB(10);
	cout << "div result = " << pOper->getResult() << endl;
	
	delete pFactory;
	delete pOper;
	pFactory = nullptr;
	pOper = nullptr;
}

int main()
{
	test0();
	system("pause");
	return 0;
}
           
《大話設計模式》C++實作:08 工廠模式

4.2 具體實作:工廠繼承體系函數接口

4.2.1 IFactory.h

#pragma once
#include "Operation.h"
class IFactory
{
public:
	IFactory() {}
	virtual ~IFactory() {}
	virtual Operation* createOperation() = 0;
};


           

4.2.2 AddFactory.h

#pragma once
#include "IFactory.h"
#include "OperationAdd.h"
class AddFactory :
	public IFactory
{
public:
	AddFactory() :IFactory() {}
	virtual ~AddFactory() {}
	virtual Operation* createOperation() override
	{
		return new OperationAdd();
	}
};


           

4.2.3 SubFactory.h

#pragma once
#include "IFactory.h"
#include "OperationSub.h"

class SubFactory :
	public IFactory
{
public:
	SubFactory() {}
	virtual ~SubFactory() {}
	virtual Operation* createOperation() override
	{
		return new OperationSub();
	}
};


           

4.2.4 MulFactory.h

#pragma once
#include "IFactory.h"
#include "OperationMul.h"

class MulFactory :
	public IFactory
{
public:
	MulFactory() :IFactory() {}
	virtual ~MulFactory() {}
	virtual Operation* createOperation() override
	{
		return new OperationMul();
	}
};


           

4.2.5 DivFactory.h

#pragma once
#include "IFactory.h"
#include "OperationDiv.h"

class DivFactory :
	public IFactory
{
public:
	DivFactory() :IFactory() {}
	virtual ~DivFactory() {}
	virtual Operation* createOperation() override
	{
		return new OperationDiv();
	}
};


           

4.3 具體實作:電腦繼承體系函數接口

4.2.1 Operation.h

#pragma once
class Operation
{
public:
	Operation() {}
	virtual ~Operation() {}
	virtual double getResult() = 0;
	void setNumberA(double a) { m_nNumberA = a; }
	void setNumberB(double b) { m_nNumberB = b; }
	double getNumberA() { return m_nNumberA; }
	double getNumberB() { return m_nNumberB; }
protected:
	double m_nNumberA;
	double m_nNumberB;
};


           

4.3.2 OperationAdd.h

#pragma once
#include "Operation.h"
class OperationAdd :
	public Operation
{
public:
	OperationAdd() :Operation() {}
	virtual ~OperationAdd() {}

	virtual double getResult() override
	{
		return m_nNumberA + m_nNumberB;
	}
};


           

4.3.3 OperationSub.h

#pragma once
#include "Operation.h"
class OperationSub :
	public Operation
{
public:
	OperationSub() :Operation() {}
	virtual ~OperationSub() {}

	virtual double getResult() override
	{
		return m_nNumberA - m_nNumberB;
	}

};


           

4.3.4 OperationMul.h

#pragma once
#include "Operation.h"
class OperationMul :
	public Operation
{
public:
	OperationMul() :Operation() {}
	virtual ~OperationMul() {}

	virtual double getResult() override
	{
		return m_nNumberA * m_nNumberB;
	}

};


           

4.3.5 OperationDiv.h

#pragma once
#include "Operation.h"
#include <iostream>
using namespace std;

class OperationDiv :
	public Operation
{
public:
	OperationDiv() :Operation() {}
	~OperationDiv() {}

	virtual double getResult() override
	{
		if (m_nNumberB == 0)
		{
			cout << "分母為0,傳回0" << endl;
			return 0;
		}
		return m_nNumberA / m_nNumberB;
	}
};


           

此為《大話設計模式》學習心得系列 P69~~

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